Soft computing for content generation: Trading market in a basketball management video game

Author(s):  
Jose M. Pena ◽  
Ernestina Menasalvas ◽  
Santiago Muelas ◽  
Antonio LaTorre ◽  
Luis Pena ◽  
...  
Repositor ◽  
2020 ◽  
Vol 2 (3) ◽  
pp. 373
Author(s):  
Elbert Setiadharma ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

Abstrakperkembangan game diranah industri berkembang pesat, banyak inovasi yang telah diciptakan agar dapat memaksimalkan kinerja sistem yang mulai kian beragam bersamaan dengan banyak hal yang ditawarkan. melihat perkembangan ini banyak developer pintar memilah metode-metode yang diperlukan agar proses pembuatan game tidak terhambat. salah satu komponen dalam game yang perlu diperhatikan lebih adalah environment, dimana environment merupakan unsur game yang sangat penting. kebanyakan developer merasa kesulitan dalam menciptakan environment yang beragam namun dalam waktu yang singkat. salah satu cara menyiasati adalah dengan cara menerapkan metode procedural content Generator. konteks environment yang mudah dalam penerapan untuk skala prototyping adalah labirin, dimana segala unsur komponen game didalamnya dapat ditentukan sesuai variabel yang telah dirancang oleh developer game. metode algoritma penerapan untuk PCG environment beragam terutama pada bidang labirin, salah satunya algoritmanya adalah Recursive Backtracking, dimana algoritma ini banyak digunakan demi mendapatkan environment yang sesuai dengan kehendak developer game serta banyak memiliki keuntungan dibandingkan dengan algoritma PCG dalam bidang labirin lainnya. berbekal penelitian sebelumnya yang mengatakan bahwa algoritma Recursive Backtracking merupakan algoritma yang tepat untuk mengolah konten labirin secara prosedural, maka penelitian ini akan dilakukan untuk membuktikan apakah algoritma Backtracking dalam pembuatan PCG untuk bidang labirin telah sesuai dengan pernyataan penelitian sebelumnya. Abstract Video game on industries scale were growing fast, many innovation behind that been created to get optimized system behavior. Watch this phenomenon, many game developer try get the finest method to achieve the best way on game development. One of the important thing that must to be cared on game development was environment. Many game developer getting trouble to made environment that had many variety but could be developed on short period of time. Solution for this problem is implement Procedural Content Generation method. Maze was one of the option that most easiest way to approach prototyping on game scale, where most of every Component video games could be placed depend on variable that developer design before. Algorithm for PCG environment had much kind, Recursive Backtracking is one of it. This Algorithm been used and much proven for its behavior for getting good result, moreover on Maze context. as its said on previous research, this Algorithm  was the best option to be implemented to create Maze on procuderal way. This research been intend to prove is it Recursive Backtrack could be the best way to implement as method to getting good result moreover for Maze.  


Author(s):  
Esteban A. Durán-Yañez ◽  
Mario A. Rodríguez-Díaz ◽  
César A. López-Luévano

This chapter describes the insights towards a proposal to integrate a procedural content generation strategy in a computer role-playing usable and accessible learning video game for gaining replayability to encourage engagement and motivation in learners. In order to explain the contextual issues of the topic, the chapter includes a discussion on how computer role-playing video games impact the skills considered crucial for the work in the future—abstraction, system thinking, experimentation, and collaboration—emphasizing the importance of usability and accessibility to ensure effectiveness of the proposal. A first approach of a computer role-playing video game is presented to provide an illustrative example. The prototype will serve for future evaluations with people for usability and accessibility.


2019 ◽  
Vol 11 (0) ◽  
pp. 1-4
Author(s):  
Aurimas Petrovas

One of the hardest task for a machine is creativity. Computational creativity defines creative task completion for a machine. Three main creative content generation methods are: exploratory, combinatorial and transformational. Video game content can be generated using procedural generation. Computational creativity, procedural generation, and application are explained in this paper. Procedural level generator is used as a base and additional features are built on top of it. The main goal of this research and modification is to increase application creative value, variety and expression. Additional functionality consists of tree and texture generation.


2021 ◽  
Vol 10 (1) ◽  
pp. 69-76
Author(s):  
Danny Wijaya ◽  
Hanny Haryanto ◽  
Erna Zuni Astuti ◽  
Wijanarto Wijanarto

Kebakaran hutan dianggap sebagai ancaman yang memiliki potensi besar dalam menghambat pembangunan yang berkelanjutan karena efeknya langsung bagi ekosistem. Kebakaran hutan semakin menarik perhatian dari pihak lokal maupun internasional karena memiliki dampak terhadap lingkungan dan ekonomi. Sosialisasi kebakaran hutan terhadap masyarakat dapat dilakukan melalui berbagai cara. Video Game adalah permainan interaktif dengan antarmuka pengguna melalui gambar yang dihasilkan oleh piranti video. Game dapat berfungsi untuk menumbuhkan pengetahuan, kreativitas, emosi, kecerdasan dan nilai-nilai sikap, oleh karena itu game dapat digunakan sebagai sarana edukasi kebakaran hutan. Dalam pembuatan game, desain level merupakan salah satu faktor utama yang menentukan kualitas gameplay dari suatu game. Penelitian ini menggunakan algoritma genetika sebagai metode Procedural Content Generation dalam desain level dari game edukasi kebakaran hutan. Metode algoritma genetika dapat menghasilkan bentuk level yang optimal dari hasil iterasi dengan memilih kandidat terbaik.


2019 ◽  
Vol 11 (3) ◽  
pp. 195-214 ◽  
Author(s):  
Diego Perez-Liebana ◽  
Jialin Liu ◽  
Ahmed Khalifa ◽  
Raluca D. Gaina ◽  
Julian Togelius ◽  
...  

2015 ◽  
Author(s):  
Balamati Choudhury ◽  
Rakesh Mohan Jha
Keyword(s):  

Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


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